Introducing the D6 classes of Priests
There are four classes within the Priests field, covering a wide range of classes with strong faith. These include: Clerics, Druids, Monks, and Samurai.
The important attributes for these classes are as follows:
The important attribute for Clerics is Wisdom
The important attribute for Druids is Wisdom
The important attribute for Monks is Wisdom
The important attribute for Samurai is Intelligence
Priest classes begin with 11D in skills.
Clerics, Druids and Monks all select from the General list of skills and the Priest list of skills.
Samurai can select from the General list, Priest list, and Warrior list of skills.
Priests begin the game with 80 Gold Pieces
Priest List
Ancient History – INT
Engineering – INT
Herbalism – INT
Music – CHA
Reading/Writing – INT
Astrology – INT
Healing – WIS
Local History – CHA
Navigation – INT
Religion – WIS
General List of Skills:
Melee Combat – DEX
Melee Parry – DEX
Sneak / Hide – DEX
Lifting – STR
Tracking – WIS
Brawling – STR
Agriculture – INT
Animal Training – WIS
Artistic Ability – WIS
Brewing – INT
Observation – INT
Cobbling – DEX
Dancing – DEX
Etiquette – CHA
Fishing – WIS
Language – CHA
Weather Sense – WIS
Dodge – DEX
Thrown Weapons – DEX
Missile Weapons – DEX
Climbing – DEX
Jumping – DEX
Swimming – CON
Brawling Parry – DEX
Animal Handling – WIS
Horsemanship – WIS
Blacksmithing – STR
Carpentry – STR
Willpower – WIS
Cooking – INT
Direction Sense – WIS
Firebuilding – WIS
Heraldry – INT
Leatherworking – INT
Pottery – DEX
Rope Use – DEX
Seamstress/Tailor – DEX
Stonemasonry – STR
Weaving – INT
Leadership – CHA
Warrior List of skills:
Navigation – INT
Armorer – INT
Charioteering – DEX
Mountaineering – WIS
Survival – INT
Artillerist – CHA
Blind Fighting – WIS
Bowyer / Fletcher – DEX
Endurance – CON
Running – CON
Weaponsmithing – INT
Intimidation – CHA ^
^Only available during character generation
Class Conditions:
Samurai – Only Humans, Elves, and Half-Elves may be a Samurai. gains the Katana weapon for free. must swear fealty to a master and must be devoted to what he/she commands. if the Samurai ever disrespects their master, or fails to do as commanded, the Samurai is shunned and shamed, losing their title of Samurai, and must atone for the disrespect. Failure to atone, or if the master of the Samurai dies, the Samurai then becomes a Ronin. once per day, as a Samurai, may focus their inner strength by emitting a war shout, or “kiai!”, which increases their Strength attribute by double (maximum of 8D) for one full round. If the Samurai has lost their title, or become a Ronin, they cannot use this ability. must choose the Reading/Writing skill at character creation. may purchase Oriental weapons and armor.
Monk (Eastern) – Any race but Dwarves may be a Monk. gains the skill of Reading/Writing at +1D. may only wear Leather, Padded, or Hide armor. Monks may “fast” for a time period of up to 2 weeks, and may continue to operate without suffering penalties for lack of food, as long as the Monk has water to drink. after 1 week of “fasting”, the Monk must make a Moderate Willpower check to avoid gaining Fatigue. each time the Monk fails, they gain 1 Fatigue from the lack of food. when fail, must make another roll the next day. if succeed in the roll, may wait to make just one last Willpower roll at the end of the 2nd week. a Monk may not “fast” for more than 2 weeks, ever, even if they can manage to avoid the effects of fatigue. Monks may enter a meditative state that refreshes their mind and body. if in meditation for 4 hours, uninterrupted, they can ignore all effects of Fatigue for a period of 1 hour afterwards. meditation does NOT take the place of sleeping. a Monk can come out of meditation instantly and alertly without suffering any penalties from being in meditation. most Monks, if they use any weapon at all, use only a Staff or a Spear. when armed with such weapons, a Monk can perform special moves when they reach certain skill levels. when a Monk with Melee Combat reaches 3D in the skill, they may block arrows or other thrown or shot weapons with a Staff or Spear. when Melee Combat reaches 5D, the Monk gains the specialty of Staff Strike, and a Difficult roll using that ability allows the Monk to successfully stun and knock down a man-sized target with ONE hit with the weapon, regardless of damage.
Monk (Western) – Any race but Dwarves and Gnomes may be this type of Monk. begins with the rank of Novice, belonging to a religious faith of their choosing. as a Novice Monk, may not use any edged weapons, only Blunt weapons. may only wear light armor, no metal armor. as a Novice Monk, gain the ability of “Slow Poison”. may not wear a black robe or cassock. no special vows are required by a Novice Monk. must spend at least two weekends a month at a monastery of the faith the Novice has chosen in order to study. must pledge to uphold the beliefs and teachings of the monastery. may be cast out of the monastery if do not follow the beliefs and represent the monastery in a positive manner. grants Will Power at 1D for using the “Slow Poison”. If do something against the beliefs, the ability of “Slow Poison” is lost until penitent for a day, at which time you regain the ability at sunset. is considered a “monk in training”. may put Character Points towards advancing to higher ranks in the Monastery, first to Robe Bearer, then Cross Bearer, and maybe even the Great Schema.
To become a Robe Bearer, must bank 30 Character Points total (may be put towards this a little at a time rather than all at once). This increases your Will Power to 2D. Given a Robe/Cossack to wear to symbolize their devotion to their faith. May only equip themselves with a Staff weapon and may only wear leather armor under their robes. Also, from this level on, Monks may boost their will by uttering a song-like prayer (think of the chanting Monks in old monasteries) which can resist the effects of Fear if they fail their Willpower skill check against Fear. A successful Will Power check with the same difficulty will negate the effects of Fear. Robe Bearers must give 50% of all the money they earn or find to their monastery, every month. These are typically known as “traveling Monks”. In addition to “Slow Poison” ability, they also gain the ability of “Bless”. Robe Bearers are typically given new names, such as Brother Paul, or a single name such as Luke or Adam to signify that they are “dead to the world and become anew”. They are also given a Klobuk (brimless metal hat) which gives them +1 Protection against Blunt and Edged attacks made against them. This protects their ENTIRE body, not just their head, due to the power of faith.
To become a Cross Bearer, must bank 60 Character Points total. This increases your Will Power to 3D. Awarded the “Half Habit” piece of clothing and MUST take their vows of poverty, obedience, and chastity. From this point on the Monk may not possess any money unless it is to take it directly to a nearby donation spot. They may also not own any other items other than what they are given by the monastery. They have all other special abilities and also gain “Cure Serious Wounds” and “Shillelagh”. They must remain good, pure, and poor, as well as obedient to their monastery or church. They continue to wear the black cassock but add the Half Habit that is affixed with a wooden cross that rests just above their heart. The Half Habit carries the emblem of their monastery and provides a basic +2 Protection against ALL attack types. Cross Bearers may not wear any armor and may only carry a Staff.
To become the Great Schema, must bank 230 Character Points total. This increases your Will Power to 5D. This is the highest achievement of rank for a Monk. They must still follow all of the conditions of a Cross Bearer, but must also give up the life of venturing out and devote their time to teach and nurture other Monks to become Cross Bearers. They have all of the above special abilities and also gain “Resist Fire/Cold”, “Heal”, and “Scrying”. Schema Monks don’t really travel and rarely leave the monastery. If things become particularly dire, a Great Schema may venture out for a specific, highly important mission. More than one Schema Monk on a mission means that the “end times” are near. A Great Schema Monk gains a Full Habit, a wide scapular that shows their devotion to their deity and their monastery. It provides 1D+1 Protection against ALL types of attacks. Schema Monks do not carry any weapons, but may be issued a Staff if the need arises for them to journey. They also gain a Burning Censer. The Censer gives them the ability of “Protection From Evil” while it burns and smoke emanates from it. The smoke protection lasts for 3 hours. The Censer can either be attached to a chain and swung forward and backward as they walk, which widens the range of protection to 15 meters, or the Censer can be stationary, placed on a surface like the ground or a table, and makes the range of protection 5 meters.
Druid – Any race may be a Druid. may identify all plants and animals with perfect accuracy. may traverse overgrown areas at normal movement rates and without leaving a trace of passage. may only wear “natural” armors (leather, hides, wooden shields, etc.) not metal. limited to the following weapons: Club, Dart, Spear, Dagger, Scimitar, Sling, Quarterstaff. begins the game with 1D in Prayer Power.
Druid “spells” they can attempt to control by rolling the Prayer Power and reaching the Difficulty number or above.
Animal Friendship (class: Animal)
Range: 10 meters
Duration: Permanent
Difficulty: 10
Effect: This is used on wild animals with low intelligence (1D or less). Gives the user a bonus of +2D to Animal Handling skill for that particular animal. Also grants +1D to Animal Training skill to teach that particular animal up to three tricks.
Animal Summon (class: Animal)
Range: 1 mile
Duration: special
Difficulty: 23
Effect: This allows the user to summon up to 8 members of a single animal type for aid. The animals will stay until the task asked of them is completed (such as enemy being defeated, or a specific mission is finished, etc.). If the first attempt to summon the animals fails, up to two more attempts can be made but a different animal must be chosen each time. If they succeed in the summons, the animals still have to travel to the user’s location by normal means. Only non-magical animals may be summoned.
Awaken (class: Animal, Plant)
Range: Touch
Duration: 1 day
Difficulty: 37
Effect: A plant or animal that the user touches “awakens” by gaining human-like sentience and understanding. The awakened creature will be friendly to the user as long as its life is not put in danger. The creature will be able to speak its own language and one language that matches that of the user. Awakened plants may move from their planted location. All awakened creatures have all attributes at 3D.
Barkskin (class: Plant)
Range: Touch
Duration: 4 rounds
Difficulty: 10
Effect: The person touched by the user gains +1D+1 to their Constitution for resisting damage. This does not work in conjunction with any other magical spell that boosts resistance to damage.
Call Lightning (class: Weather)
Range: 360 meters
Duration: 1 round per D in Prayer
Difficulty: 19
Effect: In order for this to be effective, storm clouds must be visible in the sky. Each round the user may attempt to summon a lightning bolt that strikes a target within the listed range. Each bolt strikes automatically if it is successfully summoned. Each bolt causes 4D +1D per D in Prayer of the user of electrical damage. Anyone within a meter of the impact area suffers ½ of the total damage. This spell can only be used outdoors.
Calm Animals (class: Animal)
Range: 8 meters
Duration: 1 minute per D of user’s Prayer
Difficulty: 13
Effect: All animals of the same type, within range of the user, become calmed and docile if they have an Intelligence of 2D or less. If the animal is later attacked, it will defend itself and the spell is broken for that particular animal. Animals that have been trained specifically to attack, that are affected by this spell, will not attack but may remain wary and agitated. If the animal is attacked, then it will attack the person who initiated the attack.
Charm Person or Mammal (class: Animal, Person)
Range: 80 meters
Duration: D of target’s INT x 2 in rounds
Difficulty: 14
Effect: This only works on a single target. It will affect only Human scale humanoids or animals. The charmed individual will view the user as a trusted friend or ally. The charmed individual will listen to suggestions made by the user, as long as the suggestion doesn’t threaten the life of the charmed individual. The charmed individual can be coerced into protecting the life of the user if the odds seem favorable and the user is friendly enough to convince the charmed individual to risk their life.
Commune with Nature (class: Nature)
Range: Self
Duration: 1 round per D of user’s Prayer
Difficulty: 26
Effect: This grants the user the ability to know one fact, per D in Prayer, from nature. This fact could by the type of ground ahead, the direction the user is facing, whether water is near, types of plants around, types of minerals around, whether people or dwellings are near, whether animals are near and how many, whether there are woodland creatures near. The range of detection for all of these is equal to 1 mile for each D of the user’s Prayer.
Control Winds (class: Weather)
Range: 15 meters per D of user’s Prayer
Duration: 1 round per D of user’s Prayer
Difficulty: 27
Effect: This power grants the user the ability to alter winds in the area of effect (the range). For every 2D the user has in Prayer, the user can increase or decrease the current wind speed by 1 level. This means the winds can go from Calm to Light Breeze, up to Moderate Breeze, up to Strong Breeze, up to Gale winds, up to Storm winds, up to Hurricane force winds or in reverse. There must be the faintest breeze to be able to use this ability. The user cannot create wind where none exists.
Create Water (class: Nature)
Range: 30 meters
Duration: Permanent
Difficulty: 7
Effect: This ability creates up to 4 gallons of drinking water for every D of the user’s Prayer. If this water is not created in an area that can contain the water, it will spill all over.
Cure Minor Wounds (class: Person)
Range: Touch
Duration: Permanent
Difficulty: 3
Effect: When an injured person is touched by the user and this ability is successfully cast, the user rolls 1D and divides the result by 2, rounding fractions up. If a 1 is rolled, the amount healed is 0. If a 6 is rolled, roll the die again and add the amounts together before dividing by 2. The result after dividing and rounding is the amount of hit points healed. The amount healed can never exceed the total amount of hit points of the injured person.
Cure Moderate Wounds (class: Person)
Range: Touch
Duration: Permanent
Difficulty: 13
Effect: When an injured person is touched by the user and this ability is successfully cast, the user rolls 2D+2 and the injured person is healed by the total amount. The amount healed can never exceed the total amount of hit points of the injured person.
Detect Magic (class: Nature)
Range: 30 meters
Duration: 1 round
Difficulty: 6
Effect: The user can detect magical radiation in the direction they are facing, out to the range listed. This can be used to pinpoint a magical item, or a person that uses magic.
Detect Poison (class: Nature)
Range: Immediate area
Duration: 1 round
Difficulty: 4
Effect: This allows the user to determine if an object right near them is poisoned or poisonous.
Detect Snares and Pits (class: Nature)
Range: Immediate area
Duration: 4 rounds per D in user’s Prayer
Difficulty: 6
Effect: The user can feel the inherent danger when near or approaching a pit, deadfall, snare, or other primitive trap made of natural materials. This also helps the user detect quicksand, sinkholes and unsafe walls of natural rock. This will not help the user detect naturally poisonous plants.
Dispel Magic (class: Nature)
Range: 60 meters
Duration: instant
Difficulty: 20
Effect: This ability affects magic in one of three ways. One: if can cause magic that is currently in effect, in range, to be cancelled. Two: in can disrupt the casting of magic that is happening at that moment. Anyone currently attempting to cast magic, within range, automatically fails if this ability is successful. Three: it will render magical potions into benign liquid with no special properties. This does not affect magical scrolls or other magical items.
Dust Devil (class: Weather)
Range: 30 meters
Duration: 2 rounds per D in user’s Prayer
Difficulty: 14
Effect: This ability creates a weak “air elemental” controlled by the user. The dust devil is capable of putting out torches, campfires, exposed lanterns and other non-magical fires. The dust devil may also hold back a gaseous cloud or push back gaseous creatures. If it is formed on dusty or sandy ground, the dust devil can create a small cloud (3 meters across) that obscures vision.
Entangle (class: Plant)
Range: 80 meters
Duration: 1 round
Difficulty: 8
Effect: This causes plants within range to grow and entangle creatures also within range. A Moderate strength roll is required to escape from the plants, otherwise those entangled suffer -2D to all actions requiring movement.
Faerie Fire (class: Nature)
Range: 80 meters
Duration: 4 rounds
Difficulty: 3
Effect: This enables the user to choose an individual to “outline” one object per D in the user’s Prayer, with a glowing light. The outlined object or creature, is visible up to 80 meters at night and all attacks against that creature gain +1D to hit at night and +1 to hit at Twilight or lighter. This cannot be used on a gaseous or non-corporeal creature.
Fire Trap (class: Nature)
Range: Touch
Duration: 1 use
Difficulty: 16
Effect: This can be used on any item which can be opened and closed. The next time the item is opened, the trap causes a 2 meter wide area to be engulfed in fire. The damage of the fire is equal to the Prayer power of the user. The user may open and close the item without the trap being triggered, as can anyone specifically allowed by the user at the time of the roll.
Flame Blade (class: Person)
Range: hand held
Duration: 4 rounds per D in user’s Prayer
Difficulty: 12
Effect: This creates a flaming blade in the hands of the user. The blade has the appearance of a fiery scimitar-like blade (but may vary depending on the user) and inflicts STR+1D+2 fire damage to targets. If the target is Undead, the blade does STR+4D damage. This counts as a normal weapon, and can be used to parry other weapons. This weapon will never fall from the hands of the user. Due to the heat of the blade, it will ignite flammable items that it is held against, such as parchments, straw, dry sticks and thin cloth. This blade will cease to exist if it is doused in water and its duration is halved if used outdoors in rain. This weapon does not affect creatures that can only be hit by magical weapons.
Flaming Sphere (class: Nature)
Range: 40 meters
Duration: 1 round
Difficulty: 17
Effect: This creates a small ball of fire that rapidly expands to encompass an area 4 meters in diameter. Anything within the area of effect suffers 2D of fire damage for every D of the user’s Prayer. Flammable materials within the affected area will ignite. This ball of fire can be created anywhere within the range of the ability.
Flame Strike (class: Nature)
Range: 60 meters
Duration: 1 round
Difficulty: 32
Effect: This creates a vertical column of fire that impacts a spot 2 meters square. The damage inflicted to anything in that area is 8D + the Prayer of the user. This will work in any area, including underground or in a building. All flammable materials in the area will ignite and the damage does affect things that can only be affected by magic.
Flare (class: Nature)
Range: 10 meters per D in user’s Prayer
Duration: 1 round
Difficulty: 5
Effect: This creates a bright flash, equivalent to a bulls-eye lantern that lasts for a single round. This flash can affect anyone up to the range of the ability, and can cause serious vision problems for those with special vision, especially if used in darkness. During the day, the flare causes only temporary confusion equivalent to -1D for actions involving vision for a round.
Goodberry (class: Person)
Range: Touch
Duration: 1 day
Difficulty: 10
Effect: This enables the user to have up to 6 freshly picked, edible berries to be used in one of two ways. One: each berry can be eaten and acts as a complete meal, filling a person up and providing all of the nourishment they need. Two: each berry can be used to cure 1 Hit Point of physical damage to the person eating it. The most hit points that can be gained back by eating Goodberry, per day, is 8.
Heal (class: Person)
Range: Touch
Duration: Permanent
Difficulty: 28
Effect: This completely heals and cures the touched person of all injuries and disease, including blindness, feeblemindedness and mental disorders induced by injury or spells.
Healing Circle (class: Person)
Range: 3 meters
Duration: Permanent
Difficulty: 37
Effect: This completely cures and heals all targets within the range of the circle of all injuries and disease. This includes blindness, feeblemindedness, and mental disorders induced by injury or spells. The user cannot move while this spell is in use.
Heat Metal (class: Nature)
Range: 40 meters
Duration: 7 rounds
Difficulty: 9
Effect: This makes non-elven, non-magical metal item to become extremely hot. One the first round, the metal becomes hot and the wielder must make a Moderate CON roll to hang on to it. The 2nd through the 6th round the metal is so hot that if the wielder is still touching it, it causes 1 hit point of damage automatically to the wielder. In addition, the wielder must make a Difficult CON roll to continue to hold on. On the last round, the metal is searing hot and causes 1D6 hit points of damage automatically to the wielder if they are touching it. The wielder must also make a Moderate CON roll to remain conscious and a Heroic CON roll to continue hanging on to the item. After 7 rounds, the metal returns to normal temperature as if it had never been heated at all.
Invisibility to Animals (class: Animal)
Range: Touch
Duration: 1 round per D in user’s Prayer
Difficulty: 8
Effect: This allows an individual touched to become totally invisible to animals with low intelligence (1D or lower). If the affected person ever makes an attack, whether it successfully hits or not, the ability is immediately cancelled, making the person visible to all animals.
Ironwood (class: Plant)
Range: Touch
Duration: 1 day per D in user’s Prayer
Difficulty: 32
Effect: This allows the user to make wooden objects become as heavy, sturdy and durable as an iron object of the same shape and size. Wooden swords become as strong as steel swords, wooden armor as strong as metal armor and so on. Wooden objects, while affected by this ability, will not burn nor are they affected by anything that would normally affect iron, such as rust. They do not heat up like iron and spells that affect iron do not affect ironwood items. Other spells that can affect wood, however, will still affect ironwood items.
Light (class: Nature)
Range: 120 meters
Duration: 1 hour
Difficulty: 7
Effect: This allows the user to create a luminous glow equal to that of a torch. The light can emit from air, from rock, or nearly any other substance. If it is cast on a movable object, the light may be moved. The user can extinguish the light whenever they choose up until the extent of the duration. Once put out, though, a new roll must be made to begin this ability again.
Meld into Stone (class: Person)
Range: Self
Duration: 8 rounds + 1 round for every D in user’s Prayer
Difficulty: 17
Effect: This allows the user to meld his body and belongings that are worn on him, into a stone that is large enough to fit him. While in the stone, the user cannot see what goes on outside of the stone but may move around within the stone if it is large enough. When the ability runs out, the user is cast out of the stone through the same place that he entered it. If the user chooses to leave the stone, he must move out through the same face of the stone that he entered on. This ability cannot be used to pass through stones and out another side, so it cannot be used to pass through stone walls. Minor damage to the stone causes no damage to the user. Damage that makes the stone too small for the user causes 6D damage to the person inside of it.
Pass without Trace (class: Plant, Nature)
Range: Touch
Duration: 1 round per D in user’s Prayer
Difficulty: 8
Effect: The grants a person the bonus of +2D to Sneak/Hide for the duration of the ability.
Produce Flame (class: Nature)
Range: Self
Duration: 1 round per D in user’s Prayer
Difficulty: 11
Effect: This creates a bright flame in the palm of the user. The brightness is equivalent to that of a torch. The flame does not burn the user but will catch other flammable materials it touches on fire. The user may throw the flame up to 40 meters and upon impact it inflicts 1D damage and will catch flammable materials on fire. This ability cannot be created under water.
Purify Food and Drink (class: Nature)
Range: 30 meters
Duration: Permanent
Difficulty: 10
Effect: This makes spoiled, rotten, poisoned or otherwise contaminated food or water into pure and edible substance suitable for eating or drinking. It affects all food within range.
Resist Fire / Resist Cold (class: Person)
Range: Touch
Duration: 1 round per D in user’s Prayer
Difficulty: 11
Effect: This allows the touched person’s skin to become toughened enough to resist Fire or Cold, as chosen by the user. The person gains +1D+2 to Constitution when resisting attacks or effects of the appropriate temperature, including magical attacks. In addition an affected person only suffers half damage from the attacks they are protected from. So if a character failed the resistance roll by 8 against a fire attack and they were protected by Resist Fire, instead of suffering 8 damage they would only suffer 4 damage.
Scrying (class: Person)
Range: 1 mile per D in user’s Prayer
Duration: 1 round per D in user’s Prayer
Difficulty: 34
Effect: This allows the user to see and hear the subject they wish to see, as long as the subject is within range. It acts as if the user is standing right next to the person they choose, able to see and hear what the subject sees and hears. In order for this ability to work, the user must know the name of the person as well as the general description of the person.
Shillelagh (class: Person)
Range: wielded weapon
Duration: 4 rounds +1 round per D in user’s Prayer
Difficulty: 11
Effect: Grants a +1 To Hit with Blunt weapons and a bonus of +1D+1 to damage of the weapon.
Slow Poison (class: Nature)
Range: Touch
Duration: 1 hour per D in user’s Prayer
Difficulty: 10
Effect: This slows the effects of venom or poison. It does not neutralize the poison, but instead slows the effects of it. If the poison causes damage, when this ability takes effect, no damage occurs from it until the duration wears off.
Speak with Animals (class: Animal)
Range: Self
Duration: 2 round per D in user’s Prayer
Difficulty: 12
Effect: This allows the user to comprehend and communicate with any warm or cold blooded animal that isn’t mindless (meaning it must have an INT score). The user is able to ask questions and receive answers from the animal, although friendliness and cooperation are by no means guaranteed. This ability only works for non-giant, non-fantastic animals such as apes, bears, cats, dogs, elephants, etc.
Sunbeam (class: Nature)
Range: 20 meters
Duration: 1 round per D in user’s Prayer
Difficulty: 39
Effect: This creates a concentrated sunbeam, 2 meters across, for each D in the user’s Prayer. The sunbeams strike an area within range, causing 4D of heat damage and blinding the target for a number of rounds equal to 4+ the number of D in the user’s Prayer. If the target is Undead, the damage increases up to 8D + the Prayer power of the user. The Undead will recoil away from the light. If this ability it used in darkness or low light conditions against targets with special vision, the blindness will become permanent.
Tree (class: Plant)
Range: Self
Duration: 2 minutes per D in user’s Prayer
Difficulty: 15
Effect: This makes the user have the physical appearance and attributes of a tree. The user retains his ability to think, reason and see, but is unable to move while in tree form. While this is in effect, the user is completely indistinguishable from a regular tree. For every 3 points of damage the affected person suffers while in tree form, the user suffers only 1 hit point loss. The user may cancel the effect at any time, or it cancels automatically at the end of the duration.
Trip (class: Plant)
Range: Touch
Duration: 3 rounds
Difficulty: 9
Effect: A touched piece of rope, twine, vine, pole, stick or similar object can be touched and it will rise off the ground to trip any human or large scale creature passing over it. Any creature passing over it must make a Very Difficult DEX check otherwise they lose their footing and fall down. If the creature passing over it is running, the difficulty of the roll increases to Heroic.
True Seeing (class: Nature)
Range: Touch
Duration: 1 round per D in user’s Prayer
Difficulty: 37
Effect: This allows a person to see things as they actually are. Invisible things become visible to the affected person, polymorphic things are seen as they truly are, illusions are seen through, darkness can be seen through, magically secret doors become noticeable, things that are displaced or blurred can be seen where they really are and can be seen clearly, and things in other planes can be seen. Anything that is like this that is within 40 meters of the affected person can be seen.
Warp Wood (class: Plant)
Range: 10 meters
Duration: Permanent
Difficulty: 8
Effect: This causes a volume of wood to bend and warp, permanently destroying its shape and straightness, form and strength. 1 centimeter of thickness, per D of the user’s Prayer, can be warped. Magically augmented or magical wooden items are unaffected by this ability.
Water Breathing (class: Person)
Range: Touch
Duration: 30 minutes per D in user’s Prayer
Difficulty: 16
Effect: This allows the affected person to breathe water as if it were air. This does not make the affected person unable to breathe air; they can simply breathe both while this ability is in effect.
Cleric – Any race may be a Cleric. must belong to a particular religious faith. has the ability to “Turn Undead” to a limited amount. may NOT use any Slashing or Piercing weapons in combat. begins the game with 1D in Prayer Power
Some of the prayers that Clerics may pray for using the Prayer Power include:
Bless
Range: 30 meters
Duration: 6 rounds
Difficulty: 6
Effect: All individuals within range gain the benefit of +1D to any Willpower rolls. Additionally, all people who are not currently involved in combat gain +1D to their first attack if made while this ability is still active.
Cloak of Bravery
Range: 10 meters
Duration: 5 rounds per D in user’s Prayer
Difficulty: 18
Effect: All individuals within range gain the benefit of +3D to any Willpower rolls. Additionally, any circumstance that would normally cause a person in the affected area to flee, such as a magical spell, has no effect as long as this ability is in effect.
Create Water
Range: 30 meters
Duration: Permanent
Difficulty: 7
Effect: This ability creates up to 4 gallons of drinking water for every D of the user’s Prayer. If this water is not created in an area that can contain the water, it will spill all over.
Cure Light Wounds
Range: Touch
Duration: Permanent
Difficulty: 5
Effect: This ability heals an individual touched by the priest by 2D. The injured person gains that many hit points back if they are injured to that extent. The amount of hit points healed can never exceed the total amount of hit points of the injured person. It is possible, with the Wild Die being included in this roll, for 0 Hit Points to be healed or for more than 12 to be healed.
Cure Serious Wounds
Range: Touch
Duration: Permanent
Difficulty: 16
Effect: This ability heals an individual touched by the priest by 3D+2. The injured person gains that many hit points back if they are injured to that extent. The amount of hit points healed can never exceed the total amount of hit points of the injured person.
Cure Critical Wounds
Range: Touch
Duration: Permanent
Difficulty: 22
Effect: This ability heals an individual touched by the priest by 6D+2. The injured person gains that many hit points back if they are injured to that extent. The amount of hit points healed can never exceed the total amount of hit points of the injured person.
Others include: Animal Messenger, Augury, Abjure, Daylight, Detect Evil, Detect Magic, Detect Undead, Dismissal, Divination, Circle of Protection, Comprehend Language, Control Weather, Control Water, Hallow, Heal, Healing Circle, Hold Person, Invisibility Purge, Invisible to Undead, Light, Mass Heal, Meld into Stone, Neutralize Poison, Protection from Evil, Purify Food and Drink, Read Magic, Resist Fire/Cold, Remove Fear, Remove Paralysis, Remove Blindness/Deafness, Remove Curse, Regenerate, Resurrection, Sanctuary, Silence, Spiritual Weapon, Shield of Faith, Slow Poison, Speak with Dead, Scrying, Vestment of Protection, Water Breathing, Water Walk, Wind Wall, Zone of Truth (none of these have been detailed yet)